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[iOS] Using C++ in Objective-C
[iOS] Using C++ in Objective-C

When developing for iOS a developer might sometimes need to go from Objective-C to C++ and from C++ to Objective-C again. Both languages are derrivatives from C but are somewhat a pain in the ass to combine. So here’s a little how to on this subject. Toolset. For this example we will be working in […]

[Omega3D] MusicBlox
[Omega3D] MusicBlox

Omega3D development has been going good. It seems to be getting more and more robust as i build new features in the framework. But it still needs some work before it has a stable v1.0 Especially on the animation part. OmegaAudio. Parallel on Omega3D i am also working on OmegaAudio for use in WebGL demo’s, […]

[Omega3D] Sexy Fresnel Demo
[Omega3D] Sexy Fresnel Demo

I am putting some of my Omega3D WebGL demos on codepen.io This platform gives me the opportunity to showcase the code behind some Omega3D demos and gives other users insight into the inner workings of my engine. Omega3D is still in early alpha but it’s slowing getting there. My main focus for the next months […]

[Omega3D] Sexy Spritesheet Demo
[Omega3D] Sexy Spritesheet Demo

Omega3D now has build in support for spritesheet animations. This feature is very usefull if one wants to make a 2D game or scene in WebGL. I am still working on tilebased rendering for 2D level designs and such, but rest asure… It will be here soon! For now, enjoy this little codepen demo. See […]

[Omega3D] Sexy HDR_Bloom Demo
[Omega3D] Sexy HDR_Bloom Demo

This is a codepen demo showcasing Omega3D’s new HDR Tonemapping and Bloom features. Just a little something to keep the blood flowing and the interest going. WebGL is slowly getting to the point where it has to be! To see more go to the dedicated Omega3D page: HERE See the Pen Omega3D Sexy Bloom Demo […]

[iOS] ARM version checker
[iOS] ARM version checker

These days developers, especially iOS developers, face the daunting task of building support for all kinds of ARM versions. As mobile devices evolve more and more into tiny computers with more and more processing power, the hardware changes with it. When developing iOS Native plugins that support all devices developers face this task like no […]

[Unity3D] Post Process Building
[Unity3D] Post Process Building

I have been talking about writing native Unity3D plugins ( android, iOS ). When building native plugins for Android, you dont have to do much after building your Unity3D app. The JAR gets called and you are on your way. On the iOS side however, there is much more than meets the eye. Unity3D, when […]

[Omega3D] Sexy Light Demo.
[Omega3D] Sexy Light Demo.

It’s been a while since i did a blogpost on my WebGL 3D framework called Omega3D.js For demo purposes i decided to showcase the features of Omega3D on Codepen. Last week i did a quick lights demo, and it got picked up right away, showing up in the Codepen Editor picks. Awesomesauce! Here’s the demo. […]

[Unity3D] Writing native plugins: iOS
[Unity3D] Writing native plugins: iOS

Following up on the previous post on writing native android plugins. I will now go into the process of creating native iOS plugins for Unity3D. At the end of this post we will have a .a file as the native library together with some headers used for our implemented classes and an UnityAppController subclass. iOS […]

[Unity3D] Writing native plugins: Android
[Unity3D] Writing native plugins: Android

These days, it’s all about Unity3D and it’s ability to crosscompile to different platforms. This gives developers and creatives an quick and easy creation flow. There are lots of resources online whom explain in detail the workings of Unity3D and its components…. but you don’t see alot of talks about the native plugins for Android […]

Fish v0.2
Fish v0.2

Reviewing my old Fish screensaver project, which are in essence flocking particles with trails in 2D. Its time for a 3D version of this screensaver. Not only would it have a much nicer look… i can also make it more realistic. Mimicking the real world, or shall i say… trying to get as close as […]

[Omega3D] Framework Update #02
[Omega3D] Framework Update #02

I’m beginning to like WebGL more and more. I have been working hard on getting the framework where it should be, so… Here are some new features: – Point sprite support – Level of Detail support – Improved lighting system – Shadow Mapping – Spherical Environment Mapping – Post Processing Pipeline And overall: – Improved […]

[Omega3D] Framework Update #01
[Omega3D] Framework Update #01

Been a while, lots of good and interesting things are happening concerning the framework. This update i focussed on the core and ease with which developers can use OmegaJS. Updates sinds last post: – Cubemap reflections – Video and Framebuffer texures – Roaming cameras – OBJ fileformat support – Scene based rendering – RenderPasses – […]

[Omega3D] WebGL framework
[Omega3D] WebGL framework

I’ve been busy working on a new framework. OMEGA is a WebAudio and WebGL framework that enables developers to easily use the WebAudio, 3D and WebGL features Javascript offers us today.Taking away all the codes thats confuses alot of people out there. And giving back the power of creativity to the people that have the […]

My Confession
My Confession

Forgive me farther for i have sinned, it’s been long since i have given my last blog post. Many things have happend along the road of shedding of my actionscript skin. I have been searching for new ways to re-spark my interest and inspiration for the web and it’s components. The web is changing. It’s […]

[Objective-C] Camera Class
[Objective-C] Camera Class

Lately i’ve been working more and more on mobile IOS projects. Within these projects i tend to use mobile camera’s alot. There are alot of different camera frameworks / modules out there, but for the sake of knowing WTF is going on inside those pieces of code, i am writing my own camera class. This […]

[AS3.0 / JS / XCode / Java] Decimal formatting numbers
[AS3.0 / JS / XCode / Java] Decimal formatting numbers

So you have a number and want to apply some decimal separators to it. For example: 1000 -> 1.000 10000 -> 10.000 Here are the AS3.0, Javascript, Objective-C and Java codes to do so. If you look closely there is not really a big difference between languages.For OO languages almost all structures are the same […]

[Lab] BezierPaths
[Lab] BezierPaths

BezierPaths, always a fun subject. These paths can be used for smooth lines, car drive behaviours or even cable / string simulations. To get a better understanding of the BezierPath, we need to start with a simpler version…the Cubic Bezier Curve.   The Cubic Bezier Curve. The cubic bezier curve is a curve from coordinate […]

[Lab] Stage3D UV animation
[Lab] Stage3D UV animation

Going into the subject of rendering flat sprites in Stage3D wich have an animation as if they were 2D. Common practice for this in Stage3D is using a spritesheet as texture and animate the uv coordinates. UV mapping… uhhh ? For those that dont really understand what UV mapping is. Here’s an image, which explains […]

[Lab] Diving into Stage3D
[Lab] Diving into Stage3D

It has been a while since my last post, but i am back! Since Adobe gave the Flash community a big F*** You with their ******** Javascript engine, i gave up on flash. OpenGL. Not wanting to do JS ..just because.., i decided to put my focus on OpenGL. Just focus on real 3D and […]

[Lab] Tracing rays #01
[Lab] Tracing rays #01

Diving into 3D more. I am now learning that drawing lots of triangles on screen can be tedious en performance heavy. So… while reading up on the subject i came along some posts about raytracing and raymarching. A technique used in image processing. You can read all about it here! This technique seemed cool and […]

[Lab] Dreaming of Spaces
[Lab] Dreaming of Spaces

For a short while now if have been looking into Java / Processing and OpenGL. And i have to say that i quite like it. Not only for extension comfort but also for its power. In flash i can get up to 200.000 particles and maybe even somewhat more. But if i want alot more… […]

[Lab] The Scanline
[Lab] The Scanline

Just a little fun project i thought up. Made within a couple of hours. Actually pretty fun project. Who knows… maybe i’ll develop it into a vj tool or something. Always fun these things. The app copies the video stream and translates it to “scanlines”, who make up 1 block. Blocks are repeated infinitely. This […]

[Game] AlphaOmega v0.1
[Game] AlphaOmega v0.1

Dropped the 3D engine development a bit. It is summer…. so i need to be developing a fun project in between, i guess. I started development on a 2D space game. Dont really know what its going to be in the end but i already looks awesome. Name for now will be AlphaOmega. Below is […]

[Lab] 3D study #04
[Lab] 3D study #04

I found some extra time to work on my 3d studies. Thus am posting a little update here. Am still working on the lighting, rendering and materials I updated the facenormals, lighting, material and render calculations. It now runs fairly ok. Am still far from satisfied but its getting there. Below you are seeing the […]

[Lab] Text Particle Explosion
[Lab] Text Particle Explosion

While digging thru old files, i found this particle experiment. Goal was to make text explode into little particles. In this project i load a black and white image ( background white, letters black ). This image is processed by the system. For each black pixel inside the image i place a red particle on […]

[AS3.0] 3D basics #01
[AS3.0] 3D basics #01

While working on 3D in flash it feels like a good idea to explain a little bit on my approach on this interesting subject. Starting from the basics this article is ment for those who want some more insight on how 3D in flash is done. Nothing fancy, just the basics. The Vertex. A vertex […]

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